Strength Runeword - Diablo 2 Resurrected

D2R Strength Rune Word

Strength is a Runeword. Level Requirement: 25.

2 Socket Melee Weapons.

Rune: Amn Rune Amn Rune + Tir Rune Tir Rune.

  • 35% Enhanced Damage
  • 25% Chance of Crushing Blow
  • 7% Life Stolen Per Hit
  • +2 to Mana After Each Kill
  • +20 to Strength
  • +10 to Vitality
D2R Strength Runeword

Cheap Diablo II: Resurrected Items

D2R Strength

Strength affects the amount of damage your attacks inflict and the type of armor and weapons you can equip. Your Attack Damage is listed to the right of your Strength; it shows you the damage the attacks assigned to your left- and right-attack icons will deal. No weapon or piece of armor requires more than 253 Strength. Increasing your Strength above 253 will only give minor increases in damage, so you should probably spend your points elsewhere. Because Paladins and Barbarians are the only ones likely to wear the heavier armor, these are the only classes that should bother increasing their strength to 253. Amazon bows never require more than 134 Strength, although you may want to increase your Amazon's Strength above this if you want to use stronger belts and armor. Amazon Spears and Crossbows require as much as 152 Strength. Necromancers and Sorceresses typically spend less points in Strength, however, they may wish to place more points in Strength to wear certain Unique and Set items designed for them. It might be wise to devote a few more points to Strength so that you can wear stronger armor, too. Before spending too many of your hard-won points, remember that magical armor often has reduced Strength requirements; if you're a little picky about your items, you can get by with a lower Strength. Some items have Attributes that lower the required Strength. (Note: this does use up one of the item's attributes, but it's not much of an issue if you find a Rare piece of armor, with up to 6 magical attributes.)

Any character can wear items that increase Strength. Consider these items if you don't meet the requirements for an item you want to use.

Attack Damage - The first field represents the damage for the action assigned to your Left Action Icon, while the second field represents the damage for the Right Action Icon, regardless of whether the action is an attack, a skill, or a spell. The higher the number, the more damage your character will do per attack. If a field is blank, the action assigned to that slot does not cause direct damage.

For Thrown and Melee Weapons:

Final_Min_Damage = Weapon_Min_Damage * (Str + 100) / 100
Final_Max_Damage = Weapon_Max_Damage * (Str + 100) / 100

For Bows and Crossbows:

Final_Min_Damage = Weapon_Min_Damage * (Dex + 100) / 100
Final_Max_Damage = Weapon_Max_Damage * (Dex + 100) / 100

Total Damage:

Minimum Damage = (Weapon Minimum Damage + (+x To Minimum Damage)) * (1 + StatsBonus + (+x% Enhanced Damage) / 100) * Modifier
Maximum Damage = (Weapon Maximum Damage + (+x To Maximum Damage)) * (1 + StatsBonus + (+x% Enhanced Damage) / 100) * Modifier

+x % Enhanced Damage = all +x % Enhanced Damage from different items (jewels in armor/helm/shield, Lionheart etc.) and skills (both your skills, and others auras and Heart of Wolverine). +x% Enhanced Damage versus demons/undead is put here as well. -x% dmg from skills like Weaken, Taunt (monster only) and Battle Cry is put here. If monsters have no StatsBonus or Skill Enhanced Damage%, then -x% dmg will lower their dmg by the stated amount. When they have an aura (Might/Fanatacism), the -x% reduces the skill Enhanced Damage%.

'+x To Minimum/Maximum Damage' in this case is from items other than the weapon (armor and charms).

Damage +x (ie, The Redeemer) is the same as +Minimum/Maximum Damage, with the +Minimum and +Maximum being equal to the amount shown. The Character Screen does not take Damage +x into account when calculating total damage.

StatsBonus = a damage bonus you get from your strength and/or Dexterity (depends on what kind of weapon you're using). Hammers (War Hammer, Maul, Great Maul and their upgrades) : 1.10*str / 100 Daggers, Throwing Weapons and Assassin Claws: (0.75*str / 100) + (0.75*dex / 100) Bows and Crossbows: dex / 100
Amazon Only Spears/Javelins: (0.80*str / 100) + (0.50 *dex /100)
Other Weapons: str / 100
Rounded down to 0.01 accuracy (ie, for Hammers 157 Strength is a StatsBonus of 1.72)

Modifier
Default = 1
Multiple Shot/Strafe/Lightning Bolt = 0.75
Critical Hit/Deadly Strike = 2
Blade Fury (1-handed weapons) = 0.75
Blade Sentinel/Blade Fury (2-handed weapons) = 0.375
Blade Shield = 0.25

+x % Enhanced Damage jewels in weapons enhances the weapon damage directly, but if you place the jewels in armor/shield/helm, the bonus will be added along with the Stats-bonus and skills.

D2R Character Attributes

Each time you gain a level, you receive 5 attribute points to distribute among your 4 attributes: Strength, which affects damage; Dexterity, which affects the ability to hit and avoid attacks; Vitality, which affects life; and Energy, which affects mana. Click on the “+” button next to an attribute to increase that attribute.

  • Strength — Damage • Health Regeneration
  • Dexterity — Attack Rating • Defense • Block
  • Vitality — Life • Stamina
  • Energy — Mana • Mana Regeneration

Guides & Tips